Periphery by agentparsec

Periphery
Objective
The objective of Periphery is to get the Light Orb to touch the green goal on each level. The Orb is always connected to a loop, and will travel along the loop continuously. Loops can be moved, and the Orb can be passed from one loop to another. Contact between the Orb and a red obstacle ends the game.

Features:
- 12 levels in all
- Speedrun option when all levels are completed
- Dynamic music with visualizer

Tools Used:
- Unity (game engine)
- Reaper (music)
- Adobe Animate (graphics)
- Goldwave (sound)
(NOTE: Unity was giving me trouble trying to export the game into formats other than Windows, so unfortunately there will be no HTML5/Mac/Linux version this time.)
Ratings
| Overall | 13th | 4.222⭐ | 29🧑⚖️ |
| Fun | 7th | 4.241⭐ | 29🧑⚖️ |
| Innovation | 26th | 4.185⭐ | 29🧑⚖️ |
| Theme | 18th | 4.426⭐ | 29🧑⚖️ |
| Graphics | 202th | 3.648⭐ | 29🧑⚖️ |
| Audio | 18th | 4.148⭐ | 29🧑⚖️ |
| Mood | 52th | 3.891⭐ | 25🧑⚖️ |
| Given | 26🗳️ | 6🗨️ |
The only thing that I can complain is that the "red walls" animation made me kind of dizzy, I suggest that you make them a little bit slower.
But as notanimposter said, I wish there were more 20 levels, however, for a Game Jam, it was a perfect amount.
The concept was simple, intuitive, and immediately obvious to learn. The classic example of simple to learn and hard to master, which was essential for the harder levels. I really liked how much you could do in those puzzels with such a simple yet powerfully and demonstrably versatile mechanic, and I applaud you for coming up with it.
As I said on stream time and again, I have a big soft spot for games with mechanics or features based on music or rhythm. The progression and chance in your audio was absolutely lovely and actually my favourite part of the game. Everything about ti from the different instrument sets to the sound and feel of the transitions between levels was great for the audio. Wonderful job with them. I also loved the visualiser. Crazy you had time to learn how to do that amongst everything else.
I have only three minor gripes with Periphery and we have spoken about them on stream. The main one is the palette. It feels dark and washed out, the green in particular feeling out of place ocmpared to the blues and purples and reds. Juxtaposed with the chipper spritely nature of the flute-filled bouncy soundtrack and the sleepy almost-murky aesthetic of the colour pallette feels at odds. I think a pass on this may improve the game immensely.
The second and third are super minor. They are that I felt like the puzzle on level 11 held too much chance in its timing as it was too difficult to mentally plot, and the third was that it'd just be nice to have a level count in the level itself. :)
Again, what a lovely compo entry, probably my favourite of 47. Excellent job.